I'm going to assume you have 1.6.4 since MCP hasn't updated yet. If you would like to get optifine, follow the steps below:
Start with a fresh install of 1.6.4, download and install minecraft Forge recomended build off of files.minecraftforge.net. Once you install, start up minecraft once to make sure everything works properly. Once you have done that, put johnsmith in your resourcepacks folder (if you havn't already), put optifine.jar in your mods folder and install any other mods you want. Instead of using NEI, try using toomanyitems. It's pretty much the exact same thing just a different layout.
i used to use optifine pre-1.6 but like i said in my post, optifine starts messing up all of my mods. and another thing, i tried to patch with mcpatcher and minecraft sputtered out an error about unexpected things being in the jar file.
i used to use optifine pre-1.6 but like i said in my post, optifine starts messing up all of my mods. and another thing, i tried to patch with mcpatcher and minecraft sputtered out an error about unexpected things being in the jar file.
Optifine is much less intrusive now, especially if you use forge, there are no conflicts.
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D_B
To tell them how to live is to prevent them living.
I don't know if you are going to fix the 1.7 textures and the current ones are just placeholders? anyway, I played around with the red_sand you guys and/or girls had created and made something like this:
It still has too high contrast imo and the pattern looks really weird xD
Feel free to use it change it or not use it lol. I really don't care. Just had some spare time. It could also use some more noise, only bright pixels though, it has more than enough dark ones allready... so maybe put them in by hand I guess. But yeah.. reduce contrast xD
Here is the tampered with? texture:
If you want me to remove this I will do so.
It does however not fit the stained clay texture. I believe one would have to change stained clay first before making a new red sand texture. I realise that stained clay is simply the regular clay texture recolored. But cooked clay should have a different texture to that of raw/regular clay. This would also improve the look of mesa biomes. The yellow stained clay looks green and hte light gray looks blue. This is of course because they are pitted against the strong red colors in the mesa biome. How about creating a rocky and cracked texture with ctm? maybe dried/cracked sand texture on top of the hardened clay in mesa and a rougher similar to stone texture but sharper on the sides and bottom.
I went to take another look at the sand and it does tile horribly. I wouldn't want that in any pack xD, I could create a red sand texture from scratch though which would look like the regular sand in terms of pattern. But this again would be troublesome if stained clay isn't changed.
So I just optifined my minecraft folder, and notice the text everywhere is slightly cut off on every letter, making some things hard to read, it only does it for the technicians remix pack. All other resource packs have correct text. Will upload picture when I get a better internet connection.
So I just optifined my minecraft folder, and notice the text everywhere is slightly cut off on every letter, making some things hard to read, it only does it for the technicians remix pack. All other resource packs have correct text. Will upload picture when I get a better internet connection.
had the same thing happen in 1.6.4. i just switched custom fonts off. *shrugs* 1.7.2 with MCPatcher the fonts are fine.
I've been using John Smith's texture pack since I started playing with version 1.2.5, and I love it. I couldn't go without it. I love that the community has picked up where he left off, and I even made a few tweaks to my own.
I'm having some issues now.
With Minecraft 1.6.4, here's what I get.
All is well. However, here's what I get with Minecraft 1.7.2.
The two issues are that the horizon is bright (!?), and the colors seem off a bit (compare the grass between the two).
I've tried messing with the render distance and smooth lighting options and the horizon stays bright at night regardless of either. The moon is straight up in the sky so that's not moonlight. I did manually disable FBO in the options.txt file to rid myself of the horrid blur and get anti-aliasing back, so I re-enabled it to see if that was messing anything up and that's not it. It persisted.
The colors look almost as they would without custom colors being enabled in MCPatcher, but I patched twice (using the latest beta version for 1.7.2) with it enabled to ensure it was.
This is with the "latest" version of the John Smith Legacy pack that I downloaded minutes before this post. These things do not occur with the default texture pack, nor with another third-party texture pack.
I did replace two textures (the White and Pink Wool) with my own edits. Could this be why?
Oddly enough, I played the snapshots of 1.7 using the 1.6.x version of both this texture pack and my edited version of it, and had neither of these two issues (I once got White grass, but that seems fixed now).
Until Mojang fixes the reduced reduced render distance, I'm actually playing on 1.6.4 for now, but I wanted to test my world and edited version of the texture pack ahead of time for when I do move on, and this is what I got. Any ideas on where I messed up?
As I've said a few times, living on the cutting edge always has problems, Minecraft is like a moving target and MCPatcher is a beta program.
Kahr does a great job of keeping up with snapshot but bugs are always going to be there and hopefully cleaned and fixed in the future.
The grass colour is due to the newest pack using the original John Smith grasscolor.png file in the mcpatcher/colormap directory rather than the grass.png in the textures/colormap directory.
If you want the older grass colour then just put a # (hash) in front of the palette.block.~/colormap/grasscolor.png=2 in the color.properties file (mcpatcher directory).
I'm still learning about colormaps and all the wonderful things you can do with them.
I don't know if anyone's mentioned this problem; I thought it was something to do with Optifine.. but since the update to 1.6.4, the custom text has been slightly cut off. I turned it off, hoping for a fix, but the problem is constant in the 1.7 version of John Smith Legacy, regardless of whether custom fonts is turned on or off.
I'm running Forge 916, Optifine C6 Ultimate (for MC 1.6.4), as well as Rei's Minimap, TMI, and What's My Light Level.
Is there a quick fix? Am I the only one with this problem?
I don't know if anyone's mentioned this problem; I thought it was something to do with Optifine.. but since the update to 1.6.4, the custom text has been slightly cut off. I turned it off, hoping for a fix, but the problem is constant in the 1.7 version of John Smith Legacy, regardless of whether custom fonts is turned on or off.
I'm running Forge 916, Optifine C6 Ultimate (for MC 1.6.4), as well as Rei's Minimap, TMI, and What's My Light Level.
Is there a quick fix? Am I the only one with this problem?
I've not tested the Legacy pack in Optifine due to the many versions, it's only been tested using MCPatcher.
Also the latest version of John Smith Legacy (v1.2.1) has been made for Minecraft 1.7.2 or higher, an earlier version is for 1.6.4 but it should still display the font correctly regardless.
I've been playing FTB Minecraft v1.4.7 (OptiFine_1.4.6_HD_U_D5) and the font works fine in that, so it's either Optifine or Minecraft itself and not the Legacy pack.
Busy week coming up but if I get some free time I'll try to test a later release to see what the issue is.
The light sky is an MCPatcher bug that Kahr has said is fixed in the next release of MCPatcher.
As I've said a few times, living on the cutting edge always has problems, Minecraft is like a moving target and MCPatcher is a beta program.
Well, it's good to know that it's been fixed, and thank you for your help! Actually, the MCPacther thread seems to have been updated with a new version, so I'm about to be off to test that.
Edit: The latest version of MCPatcher fixes the White horizon at night.
The grass colour is due to the newest pack using the original John Smith grasscolor.png file in the mcpatcher/colormap directory rather than the grass.png in the textures/colormap directory.
Well, it's the colors overall that seem different, and not just the grass (though from what you say, it seems that's actually also been changed in the texture pack). That was just an example I used from the screenshots I used showing the glowing night sky. Here's perhaps a better picture to show the issue with colors being different. Note that these pictures are taken at a desert biome and extreme hills edge biome transition.
Minecraft 1.6.4 MCPatcher w/ John Smith Legacy
Minecraft 1.7.2 MCPatcher w/ John Smith Legacy
If you compare, there's a lot of color differences. Things like the cobblestone, the stone bricks along the pathways, sandstone, the wood roofs, and even the sky are all different. If you look at the cobblestone wall spanning the immediate center and left center, you may notice too that the color transition (due to the screenshot being taken near the border of two different biomes) no longer appears to be present. That made me believe custom colors wasn't enabled, but it definitely is (without it, I get yet again different colors to what either of these comparisons shows). I guess the cobblestone and stone bricks look "cleaner", but the rich Golden sandstone seems like it has an ever so slightly "salmony pink" feel to it, and the sky seems colder, duller, and less lively. It almost looks more like it did in the Taiga biomes before.
I'm not sure if the increased glowing of enchanted items falls under this as well, but that's a minor issue comparatively.
Are all of these things changes to the texture pack, or is it due to a change in 1.7.2 itself? The subtle color changes really do change the mood and feel. Is there it a way to get it looking like I did in 1.6.4 and prior?
Are all of these things changes to the texture pack, or is it due to a change in 1.7.2 itself? The subtle color changes really do change the mood and feel. Is there it a way to get it looking like I did in 1.6.4 and prior?
Johnsmith has always had this feature. There is a colour.properties file that controls the colour of blocks in different biomes from the images in the colormap folder.
if you don't want this then don't enable custom colours in MCPatcher or delete the lines in the colour.properties that begin with "palette.block.~/colormap/"
the colour.properties is found in assets\minecraft\mcpatcher\colour.properties
i used to use optifine pre-1.6 but like i said in my post, optifine starts messing up all of my mods. and another thing, i tried to patch with mcpatcher and minecraft sputtered out an error about unexpected things being in the jar file.
Optifine is much less intrusive now, especially if you use forge, there are no conflicts.
D_B
To tell them how to live is to prevent them living.
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Curse PremiumIt still has too high contrast imo and the pattern looks really weird xD
Feel free to use it change it or not use it lol. I really don't care. Just had some spare time. It could also use some more noise, only bright pixels though, it has more than enough dark ones allready... so maybe put them in by hand I guess. But yeah.. reduce contrast xD
Here is the tampered with? texture:
If you want me to remove this I will do so.
It does however not fit the stained clay texture. I believe one would have to change stained clay first before making a new red sand texture. I realise that stained clay is simply the regular clay texture recolored. But cooked clay should have a different texture to that of raw/regular clay. This would also improve the look of mesa biomes. The yellow stained clay looks green and hte light gray looks blue. This is of course because they are pitted against the strong red colors in the mesa biome. How about creating a rocky and cracked texture with ctm? maybe dried/cracked sand texture on top of the hardened clay in mesa and a rougher similar to stone texture but sharper on the sides and bottom.
I went to take another look at the sand and it does tile horribly. I wouldn't want that in any pack xD, I could create a red sand texture from scratch though which would look like the regular sand in terms of pattern. But this again would be troublesome if stained clay isn't changed.
I like
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Curse PremiumI've been away the past 2 weeks and before that was making 32x textures, so I haven't got anymore done.
But in the next few weeks I should have more 64x textures to post.
I've been using John Smith's texture pack since I started playing with version 1.2.5, and I love it. I couldn't go without it. I love that the community has picked up where he left off, and I even made a few tweaks to my own.
I'm having some issues now.
With Minecraft 1.6.4, here's what I get.
All is well. However, here's what I get with Minecraft 1.7.2.
The two issues are that the horizon is bright (!?), and the colors seem off a bit (compare the grass between the two).
I've tried messing with the render distance and smooth lighting options and the horizon stays bright at night regardless of either. The moon is straight up in the sky so that's not moonlight. I did manually disable FBO in the options.txt file to rid myself of the horrid blur and get anti-aliasing back, so I re-enabled it to see if that was messing anything up and that's not it. It persisted.
The colors look almost as they would without custom colors being enabled in MCPatcher, but I patched twice (using the latest beta version for 1.7.2) with it enabled to ensure it was.
This is with the "latest" version of the John Smith Legacy pack that I downloaded minutes before this post. These things do not occur with the default texture pack, nor with another third-party texture pack.
I did replace two textures (the White and Pink Wool) with my own edits. Could this be why?
Oddly enough, I played the snapshots of 1.7 using the 1.6.x version of both this texture pack and my edited version of it, and had neither of these two issues (I once got White grass, but that seems fixed now).
Until Mojang fixes the reduced reduced render distance, I'm actually playing on 1.6.4 for now, but I wanted to test my world and edited version of the texture pack ahead of time for when I do move on, and this is what I got. Any ideas on where I messed up?
The light sky is an MCPatcher bug that Kahr has said is fixed in the next release of MCPatcher.
http://www.minecraft...0#entry25967499
As I've said a few times, living on the cutting edge always has problems, Minecraft is like a moving target and MCPatcher is a beta program.
Kahr does a great job of keeping up with snapshot but bugs are always going to be there and hopefully cleaned and fixed in the future.
The grass colour is due to the newest pack using the original John Smith grasscolor.png file in the mcpatcher/colormap directory rather than the grass.png in the textures/colormap directory.
If you want the older grass colour then just put a # (hash) in front of the palette.block.~/colormap/grasscolor.png=2 in the color.properties file (mcpatcher directory).
I'm still learning about colormaps and all the wonderful things you can do with them.
http://www.johnsmithlegacy.co.uk/ - John Smith Legacy for Java Minecraft
Is there a quick fix? Am I the only one with this problem?
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Curse Premiumand please note that the tripwire will look bugged out in 1.7 due to the texture mirrored bug.
Which file? There's a bunch of them.
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Curse Premiumjust delete the font folder
I've not tested the Legacy pack in Optifine due to the many versions, it's only been tested using MCPatcher.
Also the latest version of John Smith Legacy (v1.2.1) has been made for Minecraft 1.7.2 or higher, an earlier version is for 1.6.4 but it should still display the font correctly regardless.
I've been playing FTB Minecraft v1.4.7 (OptiFine_1.4.6_HD_U_D5) and the font works fine in that, so it's either Optifine or Minecraft itself and not the Legacy pack.
Busy week coming up but if I get some free time I'll try to test a later release to see what the issue is.
http://www.johnsmithlegacy.co.uk/ - John Smith Legacy for Java Minecraft
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Curse PremiumEdit: The latest version of MCPatcher fixes the White horizon at night.
Well, it's the colors overall that seem different, and not just the grass (though from what you say, it seems that's actually also been changed in the texture pack). That was just an example I used from the screenshots I used showing the glowing night sky. Here's perhaps a better picture to show the issue with colors being different. Note that these pictures are taken at a desert biome and extreme hills edge biome transition.
Minecraft 1.6.4 MCPatcher w/ John Smith Legacy
Minecraft 1.7.2 MCPatcher w/ John Smith Legacy
If you compare, there's a lot of color differences. Things like the cobblestone, the stone bricks along the pathways, sandstone, the wood roofs, and even the sky are all different. If you look at the cobblestone wall spanning the immediate center and left center, you may notice too that the color transition (due to the screenshot being taken near the border of two different biomes) no longer appears to be present. That made me believe custom colors wasn't enabled, but it definitely is (without it, I get yet again different colors to what either of these comparisons shows). I guess the cobblestone and stone bricks look "cleaner", but the rich Golden sandstone seems like it has an ever so slightly "salmony pink" feel to it, and the sky seems colder, duller, and less lively. It almost looks more like it did in the Taiga biomes before.
I'm not sure if the increased glowing of enchanted items falls under this as well, but that's a minor issue comparatively.
Are all of these things changes to the texture pack, or is it due to a change in 1.7.2 itself? The subtle color changes really do change the mood and feel. Is there it a way to get it looking like I did in 1.6.4 and prior?
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Curse PremiumJohnsmith has always had this feature. There is a colour.properties file that controls the colour of blocks in different biomes from the images in the colormap folder.
if you don't want this then don't enable custom colours in MCPatcher or delete the lines in the colour.properties that begin with "palette.block.~/colormap/"
the colour.properties is found in assets\minecraft\mcpatcher\colour.properties